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Manual of the Planes

Manual of the Planes

Manual of the Planes

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strange and <strong>of</strong>ten distasteful rites). Such creatures arenormally left among <strong>the</strong>ir mortal kin, never againthought <strong>of</strong> by <strong>the</strong>ir o<strong>the</strong>rworldly sires.Half-elementals always have some aspect <strong>of</strong> <strong>the</strong>ir elementalnature displayed in both <strong>the</strong>ir appearance and<strong>the</strong>ir temperament.Half-air elementals <strong>of</strong>ten have <strong>the</strong>ir hair blown aboutin mysterious breezes and a breathy voice. Sometimespeople describe <strong>the</strong>m as flighty, for it’s hard for <strong>the</strong>m toconcentrate too long on any one topic.Half-earth elementals have a rocky sheen to <strong>the</strong>ir flesh.They are <strong>of</strong>ten slow to act but stubborn once committed.Half-fire elementals have a reddish tint to <strong>the</strong>ir hair,eyes, or skin. They are temperamental and quick to jumpto conclusions.Half-water elementals have a blue-green hue about<strong>the</strong>m—ei<strong>the</strong>r in <strong>the</strong>ir hair or <strong>the</strong>ir skin. They are usuallynurturing and giving, but terrible when angered.Creating a Half-Elemental“Half-elemental” is a template that can be added to anycorporeal creature with an Intelligence score <strong>of</strong> 4 or more(referred to hereafter as <strong>the</strong> “base creature”). Because <strong>the</strong>half-elemental is still mostly flesh, it cannot be <strong>of</strong> <strong>the</strong> elementaltype. Instead, <strong>the</strong> creature’s type changes to “outsider.”It uses all <strong>the</strong> base creature’s statistics and specialabilities except as noted here.AC: Natural armor improves by +1, or by +3 for a halfear<strong>the</strong>lemental.Special Attacks: A half-elemental retains all <strong>the</strong> specialattacks <strong>of</strong> <strong>the</strong> base creature. Half-elementals with anIntelligence or Wisdom score <strong>of</strong> 8 or higher possess <strong>the</strong>following spell-like abilities, using <strong>the</strong>ir character level as<strong>the</strong> caster level, as specified in <strong>the</strong> table. Each ability isusable once per day.Special Qualities: A half-elemental has all <strong>the</strong> specialqualities <strong>of</strong> <strong>the</strong> base creature. Half-elementals areimmune to disease and effects from <strong>the</strong>ir own elements(use cold for air) and gain a +4 racial bonus on Fortitudesaves against poison.Saves: Same as <strong>the</strong> base creature.Abilities: Change from <strong>the</strong> base creature as follows:Air: Str +0, Dex +2, Con +2, Int +2, Wis +2, Cha +2.Earth: Str +4, Dex –2, Con +4, Int +0, Wis +0, Cha +0.Fire: Str +0, Dex +4, Con +0, Int +2, Wis +0, Cha +2.Water: Str +2, Dex +0, Con +2, Int +2, Wis +2, Cha +2.Skills: A half-elemental has 8 skill points, plus itsIntelligence bonus, per Hit Die. Treat skills from <strong>the</strong> basecreature’s list as class skills and o<strong>the</strong>r skills as cross-class.If <strong>the</strong> creature has a class, it gains skills for class levelsnormally. Any racial bonuses that apply to <strong>the</strong> base creatureapply to <strong>the</strong> half-elemental as well.Feats: Half-elementals have one feat for every fourlevels or <strong>the</strong> base creature’s total <strong>of</strong> feats, whichever isgreater.Climate/Terrain: Same as ei<strong>the</strong>r <strong>the</strong> base creature or<strong>the</strong> elemental.Half-Air ElementalLevel Ability1–2 Obscuring mist3–4 Wind wall5–6 Gaseous form7–8 Air walk9–10 Control winds*Cast as an air spell only.Half-Earth ElementalLevel Ability1–2 Magic stone3–4 S<strong>of</strong>ten earth and stone5–6 Stone shape7–8 Spike stones9–10 Wall <strong>of</strong> stone*Cast as an earth spell only.Half-Fire ElementalLevel Ability1–2 Burning hands3–4 Produce flame5–6 Flaming sphere7–8 Wall <strong>of</strong> fire9–10 Fire shield*Cast as a fire spell only.Half-Water ElementalLevel Ability1–2 Obscuring mist3–4 Fog cloud5–6 Water breathing7–8 Control water9–10 Ice storm*Cast as a water spell only.Level Ability11–12 Chain lightning13–14 Control wea<strong>the</strong>r15–16 Whirlwind17–18 Elemental swarm*19+ Plane shiftLevel Ability11–12 Stoneskin13–14 Earthquake15–16 Iron body17–18 Elemental swarm*19+ Plane shiftLevel Ability11–12 Fire seeds13–14 Firestorm15–16 Incendiary cloud17–18 Elemental swarm*19+ Plane shiftLevel Ability11–12 Cone <strong>of</strong> cold13–14 Acid fog15–16 Horrid wilting17–18 Elemental swarm*19+ Plane shiftOrganization: Same as <strong>the</strong> base creature.Challenge Rating: Same as <strong>the</strong> base creature +2.Alignment: Same as <strong>the</strong> base creature.Treasure: Same as <strong>the</strong> base creature.Advancement: Same as <strong>the</strong> base creature.Half-Elemental CharactersHalf-elemental humanoids <strong>of</strong>ten have a character class.Half-air elementals favor bards and rogues, half-earth elementalsfavor fighters, half-fire elementals favor wizardsand sorcerers, and half-water elementals favor clerics anddruids. Half-elemental clerics serve deities appropriate for<strong>the</strong>ir elements.Sample Half-ElementalHalf-Earth Elemental MinotaurLarge Outsider (Earth)Hit Dice: 6d8+12 (39 hp)Initiative: +0Speed: 30 ft.AC: 16 (–1 size, –1 Dex, +8 natural)Attacks: Huge greataxe +11/+6 melee; gore +6 meleeDamage: Huge greataxe 2d8+9; gore 1d8+3Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Charge 4d6+9, spell-like abilitiesSpecial Qualities: Scent, natural cunning, immune toCHAPTER 9:MONSTERS189

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